void
FGViewer::updateFromModelLocation (SGLocation * location)
{
- sgCopyMat4(LOCAL, location->getCachedTransformMatrix());
+ Point3D center = globals->get_scenery()->get_next_center();
+ sgCopyMat4(LOCAL, location->getTransformMatrix(center));
}
void
FGViewer::updateAtModelLocation (SGLocation * location)
{
- sgCopyMat4(ATLOCAL,
- location->getCachedTransformMatrix());
+ Point3D center = globals->get_scenery()->get_next_center();
+ sgCopyMat4(ATLOCAL, location->getTransformMatrix(center));
}
void
dampEyeData(roll_deg, pitch_deg, heading_deg);
location->setPosition( lon_deg, lat_deg, alt_ft );
location->setOrientation( roll_deg, pitch_deg, heading_deg );
- sgCopyMat4(LOCAL,
- location->getTransformMatrix(globals->get_scenery()->get_center()));
+ Point3D center = globals->get_scenery()->get_next_center();
+ sgCopyMat4(LOCAL, location->getTransformMatrix(center));
+}
+
+void
+FGViewer::set_scenery_center(const Point3D& center)
+{
+ _location->set_tile_center(center);
+ _location->getTransformMatrix(center);
+ if (_type == FG_LOOKAT) {
+ _target_location->set_tile_center(center);
+ _target_location->getTransformMatrix(center);
+ }
+ set_dirty();
}
// recalc() is done every time one of the setters is called (making the
_target_roll_deg, _target_pitch_deg, _target_heading_deg );
}
// calculate the "at" target object positon relative to eye or view's tile center...
+ Point3D center = globals->get_scenery()->get_next_center();
sgdVec3 dVec3;
- sgdSetVec3(dVec3, _location->get_tile_center()[0], _location->get_tile_center()[1], _location->get_tile_center()[2]);
+ sgdSetVec3(dVec3, center[0], center[1], center[2]);
sgdSubVec3(dVec3,
- _target_location->get_absolute_view_pos(globals->get_scenery()->get_center()),
+ _target_location->get_absolute_view_pos(center),
dVec3 );
sgSetVec3(at_pos, dVec3[0], dVec3[1], dVec3[2]);
FGViewer::copyLocationData()
{
// Get our friendly vectors from the eye location...
+ sgdCopyVec3(_absolute_view_pos,
+ _location->get_absolute_view_pos(globals->get_scenery()->get_next_center()));
sgCopyVec3(_zero_elev_view_pos, _location->get_zero_elev());
sgCopyVec3(_relative_view_pos, _location->get_view_pos());
- sgdCopyVec3(_absolute_view_pos,
- _location->get_absolute_view_pos(globals->get_scenery()->get_center()));
sgCopyMat4(UP, _location->getCachedUpMatrix());
sgCopyVec3(_world_up, _location->get_world_up());
// these are the vectors that the sun and moon code like to get...